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		<title>BSplineCurve</title>
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		<h1>BSplineCurve</h1>
		<p>Inherites from<a href="BShape.html">BShape</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BSplineCurve()">BSplineCurve</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BSplineCurve(const BVectorArray&)">BSplineCurve</a>(const BVectorArray& points);</td></tr>
			<tr><td align="right"></td><td><a href="#~BSplineCurve()">~BSplineCurve</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BShape*)">copy</a>(const BShape* other);</td></tr>
			<tr><td align="right">virtual BShape* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#setPoint(int, BReal, BReal, BReal)">setPoint</a>(int index, BReal x, BReal y, BReal z);</td></tr>
			<tr><td align="right">bool </td><td><a href="#setPoint(int, const BVector&)">setPoint</a>(int index, const BVector& point);</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#point(int)">point</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPoints(const BVectorArray&)">setPoints</a>(const BVectorArray& points);</td></tr>
			<tr><td align="right">const BVectorArray& </td><td><a href="#points()">points</a>() const;</td></tr>
			<tr><td align="right">int </td><td><a href="#pointCount()">pointCount</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#addPoint(BReal, BReal, BReal)">addPoint</a>(BReal x, BReal y, BReal z);</td></tr>
			<tr><td align="right">bool </td><td><a href="#addPoint(const BVector&)">addPoint</a>(const BVector& point);</td></tr>
			<tr><td align="right">bool </td><td><a href="#removePoint(int)">removePoint</a>(int index);</td></tr>
			<tr><td align="right">void </td><td><a href="#setCloseLoop(bool)">setCloseLoop</a>(bool closeLoop);</td></tr>
			<tr><td align="right">bool </td><td><a href="#closeLoop()">closeLoop</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setThickness(BReal)">setThickness</a>(BReal thickness);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#thickness()">thickness</a>() const;</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#head()">head</a>() const;</td></tr>
			<tr><td align="right">const BVector& </td><td><a href="#tail()">tail</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#reverse()">reverse</a>();</td></tr>
			<tr><td align="right">BReal </td><td><a href="#length()">length</a>() const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#point(BReal)">point</a>(BReal length) const;</td></tr>
			<tr><td align="right">BReal </td><td><a href="#closest(const BVector&, BVector&, BVector&)">closest</a>(const BVector& vertex, BVector& point, BVector& direct) const;</td></tr>
			<tr><td align="right">using </td><td><a href="#BShape::query;()">BShape::query;</a></td></tr>
			<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&)">query</a>(const BString& text, BValue& value) const;</td></tr>
			<tr><td align="right">virtual BVector </td><td><a href="#inertia(BReal)">inertia</a>(BReal mass) const;</td></tr>
			<tr><td align="right">virtual BVector </td><td><a href="#vertex(const BVector&)">vertex</a>(const BVector& direct) const;</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"><tr><td align="right">virtual void </td><td><a href="#refresh(BBox&)">refresh</a>(BBox& box);</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#render(BRender&)">render</a>(BRender& render);</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description :</h2>
		</div>
		<h2 id="docs">Member Documentation :</h2>
		<div id="BSplineCurve()">
			<h3>BSplineCurve();</h3>
		</div>
		<div id="BSplineCurve(const BVectorArray&)">
			<h3>BSplineCurve(const BVectorArray&amp; points);</h3>
		</div>
		<div id="~BSplineCurve()">
			<h3>~BSplineCurve();</h3>
		</div>
		<div id="copy(const BShape*)">
			<h3>virtual void copy(const BShape* other);</h3>
		</div>
		<div id="clone()">
			<h3>virtual BShape* clone() const;</h3>
		</div>
		<div id="setPoint(int, BReal, BReal, BReal)">
			<h3>bool setPoint(int index, BReal x, BReal y, BReal z);</h3>
		</div>
		<div id="setPoint(int, const BVector&)">
			<h3>bool setPoint(int index, const BVector&amp; point);</h3>
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		<div id="point(int)">
			<h3>const BVector&amp; point(int index) const;</h3>
		</div>
		<div id="setPoints(const BVectorArray&)">
			<h3>void setPoints(const BVectorArray&amp; points);</h3>
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		<div id="points()">
			<h3>const BVectorArray&amp; points() const;</h3>
		</div>
		<div id="pointCount()">
			<h3>int pointCount() const;</h3>
		</div>
		<div id="addPoint(BReal, BReal, BReal)">
			<h3>bool addPoint(BReal x, BReal y, BReal z);</h3>
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		<div id="addPoint(const BVector&)">
			<h3>bool addPoint(const BVector&amp; point);</h3>
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		<div id="removePoint(int)">
			<h3>bool removePoint(int index);</h3>
		</div>
		<div id="setCloseLoop(bool)">
			<h3>void setCloseLoop(bool closeLoop);</h3>
		</div>
		<div id="closeLoop()">
			<h3>bool closeLoop() const;</h3>
		</div>
		<div id="setThickness(BReal)">
			<h3>void setThickness(BReal thickness);</h3>
		</div>
		<div id="thickness()">
			<h3>BReal thickness() const;</h3>
		</div>
		<div id="head()">
			<h3>const BVector&amp; head() const;</h3>
		</div>
		<div id="tail()">
			<h3>const BVector&amp; tail() const;</h3>
		</div>
		<div id="reverse()">
			<h3>bool reverse();</h3>
		</div>
		<div id="length()">
			<h3>BReal length() const;</h3>
		</div>
		<div id="point(BReal)">
			<h3>BVector point(BReal length) const;</h3>
		</div>
		<div id="closest(const BVector&, BVector&, BVector&)">
			<h3>BReal closest(const BVector&amp; vertex, BVector&amp; point, BVector&amp; direct) const;</h3>
		</div>
		<div id="BShape::query;()">
			<h3>using BShape::query;</h3>
		</div>
		<div id="query(const BString&, BValue&)">
			<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
		</div>
		<div id="inertia(BReal)">
			<h3>virtual BVector inertia(BReal mass) const;</h3>
		</div>
		<div id="vertex(const BVector&)">
			<h3>virtual BVector vertex(const BVector&amp; direct) const;</h3>
		</div>
		<div id="refresh(BBox&)">
			<h3 id="refresh(BBox&)">virtual void refresh(BBox&amp; box);</h3>
		</div>
		<div id="render(BRender&)">
			<h3 id="render(BRender&)">virtual void render(BRender&amp; render);</h3>
		</div>
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